Unique Abilities

Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).

  • Passive: Always active, provide a consistent positive effect.
  • Active (Duration): Activated, Duration is a set amount of days, this works same as Self Spells.
  • Active (Consumable): Activated, works until EITHER used or the next day. Be careful using close to a days end!
  • Cooldown: Starts when activated and are exact.

Races

Avian

Bonuses:

-10% Attack Travel Time

+25% Prisoners Captured

+10% Birth Rate

+15% Specialist Training Credits

Penalties:

+15% Own casualities when attacking

+15% Own casualities when defending

Can't Build Stables

Military:

Off/Def Cost NW
Soldiers (3, 0)
Griffins (10, 0)
Harpies (0, 10)
Drakes (15, 4) 1,700gc 7.25
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (0, 0)
Thieves 500gc

Spell Book:

Bloodlust and Greater Protection

Unique - Skybound Strike

Avians draw upon the unyielding power of the skies, their wings guided by the winds of fortune. In perfect harmony with the heavens, they strike with a speed and grace that leaves their enemies awestruck, cementing their rule over the skies.


Active Effect

(War/Hostile) — The next attack automatically succeeds with –50% losses; gains scale by offense vs defence; 0 Honour gains.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Dark Elf

Bonuses:

+15% Wizards Per Acre (WPA)

+10% Offensive Military Efficiency

-25% Rune Cost (excluding Ritual)

+50% Runes Refunded on Spell Success

+1% Extra Mana Per Tick

Penalties:

-10% Thievery Per Acre (TPA)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (10, 0)
Druids (0, 10)
Drows (12, 7) 1,800gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Nightmare and Blizzard

Unique - Chaotic Affliction

Magic and mischief spiral out of control, unleashing unpredictable destruction upon our enemies. No one can predict the extent of the chaos, only that devastation is certain.


Active Effect

For the duration of the day when activated, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Dryad

Bonuses:

+10% Battle Gains

-10% Own casualities when attacking

-10% Own casualities when defending

Train Thieves with Credits

Penalties:

+5% Attack Travel Time

+25% Military Training Time

Military:

Off/Def Cost NW
Soldiers (3, 0)
Huldras (10, 0)
Nymphs (0, 10)
Will O The Wisps (15, 4) 1,800gc 7.25
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Salvation and Fanaticism

Unique - Direct Conscription

The war effort spares no one. Those who once served in fields and forges now stand shoulder to shoulder, ready to fight.


Active Effect

For the next 6 days, Specialist credits may be used to train Peasants directly without the need for Soldiers. 3 Specialist credits and 1 Peasant are needed to train each unit. Be warned though, we cannot train peasants if we do not have enough to sustain our lands!


Cooldown

23 Utopian Days

Duration

6 Utopian Days

Faery

Bonuses:

+25% Offensive Spell Duration

+25% Wizards Per Acre (WPA)

+1% Extra Mana Per Tick

+1% Extra Stealth Per Tick

Penalties:

-5% Max Population

Military:

Off/Def Cost NW
Soldiers (3, 0)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (5, 13) 2,000gc 7.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Revelation, Chastity and Mist

Unique - Arcane Mastery

Through relentless study and unshakable will, you bend the fabric of magic with refined precision. Select spells sharpen under your control, becoming devastating tools of suppression and protection alike.


Passive Effect

Your deep command over magic significantly enhances specific spells, Chastity - Fully halts natural peasant growth (duration halved), Magic Ward: Duration doubled

Halfling

Bonuses:

-10% Battle Losses

+15% Income

+15% Max Population

+25% Thievery Per Acre (TPA)

+1% Extra Stealth Per Tick

Penalties:

-10% Wizards Per Acre (WPA)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (10, 9) 1,600gc 7.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Vermin, Quick Feet and Guile

Unique - Shadows in the Night

Rogues are masters of deception, striking from the shadows with deadly precision. Under the cover of night and with their stealth at its peak, their sabotage becomes far more devastating, leaving their enemies defenseless and vulnerable.


Passive Effect

+25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.

Human

Bonuses:

-25% Losses on Learn Attacks

+10% Science Effectiveness

Penalties:

+10% Military Wages

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (11, 0)
Archers (0, 10)
Knights (14, 5) 1,700gc 7.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge and Scientific Insight

Unique - Scholar's Wrath

Knowledge is power, and we wield it with purpose. In times of war, our scholars strike with precision, unraveling enemy research and forcing them to retrain what was once learned. In peace, their wisdom flourishes, advancing our studies at an accelerated pace.


Passive Effect

In War, All successful attacks remove 2% of the target’s allocated Science Books (returns over 48 days). Out of War, Book Generation is increased by 10%.

Orc

Bonuses:

-50% Draft Cost

+25% Draft Rate

-25% Military Wages

Penalties:

+25% Building Construction Cost

-5% Science Effectiveness

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (12, 0)
Trolls (0, 10)
Ogres (15, 3) 1,800gc 6.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Bloodlust and Heroes Inspiration

Unique - Blood Price

War demands a toll in blood, and some strikes are paid in full. As the battlefield erupts in carnage, a dark pact is fulfilled — the enemy suffers grievous losses, both at the front and within their own walls.


Passive Effect

Each successful Traditional March has a 20% chance to trigger Blood Price, causing - +35% Military Casualties inflicted on the enemy, 30% of enemy soldiers at home are slain

Undead

Bonuses:

-100% Food Consumption

Plague Immunity

Penalties:

+15% Combat Instant Spell Damage Received

+15% Sabotage Damage Received

Military:

Off/Def Cost NW
Soldiers (3, 0)
Skeletons (10, 0)
Zombies (0, 10)
Ghouls (16, 2) 1,900gc 6.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Animate Dead and Town Watch

Unique - Cursed Plague

A vile affliction taints our forces, turning every successful assault into a harbinger of disease. Once unleashed, there is no stopping its spread.


Active Effect

For the entire day Cursed Plague is active, all successful attacks will spread Plague.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Personalities

Cleric

Bonuses:

+5% Building Efficiency

+30% Land Effect - Guilds

+25% Castle Effectiveness

+35% Hospital Effectiveness

Elite gets +2 defensive strength

Elite gets +2 offensive strength

Self Spell Mana Cost Reduced by 1

Can cast Support spells on Kingdom mates

Convert Specialists into Elites on Attack

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Salvation, Greater Protection, Divine Shield and Illuminate Shadows

Unique - Divine Favour

Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.


Passive Effect

When casting self-spells, Clerics have a 50% chance to double the spell duration.

General

Bonuses:

-10% Attack Travel Time

+10% Building Credits

+15% Training Grounds Effectiveness

+1 Army generals

Elite gets +3 offensive strength

Convert Specialists into Elites on Attack

Elite gets +1 defensive strength

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Aggression and Fanaticism

Unique - Indomitable Spirit

Warriors embody unshakable resolve and unmatched discipline, drawing upon their indomitable spirit to rally their forces. When invoked, this ability inspires their armies to fight with heightened efficiency, turning the tide of battle in their favor.


Active Effect

Once activated Warriors gain 5% Military Efficiency for 6 days.


Cooldown

23 Utopian Days

Duration

6 Utopian Days

Mystic

Bonuses:

+100% Land Effect - Guilds

+25% Science Effectiveness - Channeling

+25% Science Effectiveness - Sorcery

+2% Extra Mana Per Tick

+25% Land Effect - Towers

Convert Specialists into Elites on Attack

Defensive specialist gets +1 strength

Elite gets +4 defensive strength

Starting Bonuses:

+1000 Starting Wizards

Spell Book:

Meteor Showers, Mind Focus, Sloth and Fools Gold

Unique - Mana Well

You possess an innate connection to the flow of magic, drawing power from ancient wells of mana hidden deep within the forests of your Province. When called upon, these reserves replenish your magical strength, allowing you to harness your arcane abilities with renewed vigor.


Active Effect

Restore mana by 15%.


Cooldown

23 Utopian Days

Raider

Bonuses:

+20% Military Science Books Produced

+20% Thievery Per Acre (TPA)

-25% Thief cost

-50% Thief Losses

+1% Extra Stealth Per Tick

Convert Specialists into Elites on Attack

Elite gets +1 defensive strength

Elite gets +3 offensive strength

Offensive specialist gets +1 strength

Starting Bonuses:

+500 Starting Soldiers

+500 Starting Specialist training credits

+500 Starting Thieves

Spell Book:

Aggression, Guile, Bloodlust and Quick Feet

Allowed Thief Operations:

Subdue Wizards

Greater Arson

Destabilize Guilds

Steal War Horses

Unique - Roots of Ruin

War cuts beneath the surface. Tendrils of ruin—be they steel, stratagem, or sorcery—drive deep into enemy lands, leeching strength at its source. With each successful strike, the foundations of life falter and whole settlements wither.


Passive Effect

On successful attacks, destroys 0.5% of the target’s total population.

Rogue

Bonuses:

+40% Science Effectiveness - Crime

+25% Sabotage Damage

+25% Thievery Per Acre (TPA)

-35% Thief cost

+50% Thieves' Den Effectiveness

+2% Extra Stealth Per Tick

Elite gets +1 offensive strength

Access all Thievery Operations

Convert Specialists into Elites on Attack

Defensive specialist gets +1 strength

Elite gets +3 defensive strength

Starting Bonuses:

+1000 Starting Thieves

Spell Book:

Invisibility, Guile and Town Watch

Unique - Sneak Attack

Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.


Active Effect

Upon activation, all Thievery losses on operations are reduced by 75% until next day.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Spellsword

Bonuses:

+50% Land Effect - Guilds

+10% Combat Instant Spell Damage

+35% Arcane Arts Science Books Produced

+1% Extra Mana Per Tick

Elite gets +2 defensive strength

Elite gets +3 offensive strength

Convert Specialists into Elites on Attack

Defensive specialist gets +1 strength

Starting Bonuses:

+500 Starting Soldiers

+500 Starting Specialist training credits

+500 Starting Wizards

Spell Book:

Soul Blight, Pitfalls and Mage's Fury

Unique - Dark Pact

Necromancers forge a dark pact, harvesting life from the battlefield. After each successful attack, they reanimate the fallen, converting fallen enemy units into wizards, soldiers, and peasants to serve their sinister cause.


Passive Effect

After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
10% of the enemy's killed units into Soldiers.
20% of the enemy's killed units into Peasants.

Warlord

Bonuses:

-50% Battle Losses - Ambush

+10% Enemy casualities when attacking

+10% Honor Gains

+25% Watch Tower Effectiveness

+10% Offensive Military Efficiency

Convert Specialists into Elites on Attack

Elite gets +4 offensive strength

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Wrath, Heroes Inspiration and Fanaticism

Unique - Carnage

When unleashed, Carnage fuels your armies with chaotic fury. Each victorious assault triggers one of several unpredictable surges of power, making every battle a gamble of destruction and glory.


Passive Effect

Every successful attack will apply one of the following random bonuses to that attack: +20% enemy casualties, +10% attack gains, or -25% military casualties.

Warrior

Bonuses:

+25% Dragon slaying strength

+35% Damage Inflicted on Massacre Attacks

+5% Military Efficiency

+35% Science Effectiveness - Tactics

+30% Military Science Books Produced

Espionage is always successful with double stealth

Convert Specialists into Elites on Attack

Elite gets +1 defensive strength

Elite gets +3 offensive strength

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Fanaticism and Illuminate Shadows

Unique - Blood and Glory

For every warrior who falls, another rises in their place. Through battle, we find honor, and through sacrifice, we are reborn.


Passive Effect

35% of Military Casualties return as Soldiers on attack.


Here is the effects of all possible rituals.

Affluent+10% Income, -20% Draft Cost and Draft Rate +20%
Barrier-25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA
Expedient-30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production
Fleetfoot-10% Attack time, -10% Offensive Military Casualties
Benediction+15% BE, +50% pop growth, +10% Flat Rate Building Production
HavocIncreases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 20% & Instant Spell damage and Sabotage Damage by 20%
OnslaughtIncreases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15%
Stalwart+10% Defensive Military Efficiency (DME) & -15% Defensive Military Casualties
Expropriation+15% combat gains, +15% Honor gains, +20% Specialist and Build credits

Here are the effects of each Stance

NormalNone
Aggressive+10% Battle (Resource) Gains, -10% Attack Time, -50% Hostility Meter Generation from Attacks, +15% Military Wages, +10% Training Costs
Peaceful+10% Income, +10% Food & Rune Production, +100% Birth Rate, -10% Military Efficiency, -10% Wizard Production


Here are the effects of all possible dragons.

Emerald+25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat
Ruby-12.5% Military Efficiency, +30% Military Wages, Lose 30% of new drafted Soldiers
Sapphire-30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
Topaz-30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter

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